]> git.xonotic.org Git - voretournament/voretournament.git/blob - data/qcsrc/server/t_items.qc
Fix consumable health giving one health unit more than it should
[voretournament/voretournament.git] / data / qcsrc / server / t_items.qc
1 #define ITEM_RESPAWN_TICKS 10\r
2 \r
3 #define ITEM_RESPAWNTIME(i)         ((i).respawntime + crandom() * (i).respawntimejitter)\r
4         // range: respawntime - respawntimejitter .. respawntime + respawntimejitter\r
5 #define ITEM_RESPAWNTIME_INITIAL(i) (ITEM_RESPAWN_TICKS + random() * ((i).respawntime + (i).respawntimejitter - ITEM_RESPAWN_TICKS))\r
6         // range: 10 .. respawntime + respawntimejitter\r
7 \r
8 floatfield Item_CounterField(float it)\r
9 {\r
10         switch(it)\r
11         {\r
12                 case IT_FUEL:        return ammo_fuel;\r
13                 case IT_5HP:         return health;\r
14                 case IT_25HP:        return health;\r
15                 case IT_HEALTH:      return health;\r
16                 case IT_ARMOR_SHARD: return armorvalue;\r
17                 case IT_ARMOR:       return armorvalue;\r
18                 // add more things here (health, armor)\r
19                 default:             error("requested item has no counter field");\r
20         }\r
21 }\r
22 \r
23 string Item_CounterFieldName(float it)\r
24 {\r
25         switch(it)\r
26         {\r
27                 case IT_FUEL:        return "fuel";\r
28 \r
29                 // add more things here (health, armor)\r
30                 default:             error("requested item has no counter field name");\r
31         }\r
32 }\r
33 \r
34 .float max_armorvalue;\r
35 \r
36 float Item_Customize()\r
37 {\r
38         if(self.spawnshieldtime)\r
39                 return TRUE;\r
40         if(self.weapons != (self.weapons & other.weapons))\r
41         {\r
42                 self.colormod = '0 0 0';\r
43                 self.glowmod = self.colormod;\r
44                 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha\r
45                 return TRUE;\r
46         }\r
47         else\r
48         {\r
49                 if(g_ghost_items)\r
50                 {\r
51                         self.colormod = stov(cvar_string("g_ghost_items_color"));\r
52                         self.glowmod = self.colormod;\r
53                         self.alpha = g_ghost_items;\r
54                         return TRUE;\r
55                 }\r
56                 else\r
57                         return FALSE;\r
58         }\r
59 }\r
60 \r
61 void Item_Show (entity e, float mode)\r
62 {\r
63         e.effects &~= EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST;\r
64         if (mode > 0)\r
65         {\r
66                 // make the item look normal, and be touchable\r
67                 e.model = e.mdl;\r
68                 e.solid = SOLID_TRIGGER;\r
69                 e.colormod = '0 0 0';\r
70                 e.glowmod = e.colormod;\r
71                 e.alpha = 0;\r
72                 e.customizeentityforclient = func_null;\r
73 \r
74                 e.spawnshieldtime = 1;\r
75         }\r
76         else if (mode < 0)\r
77         {\r
78                 // hide the item completely\r
79                 e.model = string_null;\r
80                 e.solid = SOLID_NOT;\r
81                 e.colormod = '0 0 0';\r
82                 e.glowmod = e.colormod;\r
83                 e.alpha = 0;\r
84                 e.customizeentityforclient = func_null;\r
85 \r
86                 e.spawnshieldtime = 1;\r
87         }\r
88         else if((e.flags & FL_WEAPON) && (g_weapon_stay == 3))\r
89         {\r
90                 // make the item translucent green and not touchable\r
91                 e.model = e.mdl;\r
92                 e.solid = SOLID_TRIGGER; // can STILL be picked up!\r
93                 e.colormod = '0 0 0';\r
94                 e.glowmod = e.colormod;\r
95                 e.effects |= EF_STARDUST;\r
96                 e.customizeentityforclient = Item_Customize;\r
97 \r
98                 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon\r
99         }\r
100         else if(g_ghost_items)\r
101         {\r
102                 // make the item translucent green and not touchable\r
103                 e.model = e.mdl;\r
104                 e.solid = SOLID_NOT;\r
105                 e.colormod = stov(cvar_string("g_ghost_items_color"));\r
106                 e.glowmod = e.colormod;\r
107                 e.alpha = g_ghost_items;\r
108                 e.customizeentityforclient = func_null;\r
109 \r
110                 e.spawnshieldtime = 1;\r
111         }\r
112         else\r
113         {\r
114                 // hide the item completely\r
115                 e.model = string_null;\r
116                 e.solid = SOLID_NOT;\r
117                 e.colormod = stov(cvar_string("g_ghost_items_color"));\r
118                 e.glowmod = e.colormod;\r
119                 e.alpha = 0;\r
120                 e.customizeentityforclient = func_null;\r
121 \r
122                 e.spawnshieldtime = 1;\r
123         }\r
124 \r
125         if (e.strength_finished || e.invincible_finished)\r
126                 e.effects |= EF_ADDITIVE | EF_FULLBRIGHT;\r
127         if (cvar("g_nodepthtestitems"))\r
128                 e.effects |= EF_NODEPTHTEST;\r
129         if (cvar("g_fullbrightitems"))\r
130                 e.effects |= EF_FULLBRIGHT;\r
131 \r
132         // relink entity (because solid may have changed)\r
133         setorigin(e, e.origin);\r
134 }\r
135 \r
136 void Item_Respawn (void)\r
137 {\r
138         Item_Show(self, 1);\r
139         if(self.items == IT_STRENGTH)\r
140                 sound (self, CHAN_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTN_NORM);   // play respawn sound\r
141         else if(self.items == IT_INVINCIBLE)\r
142                 sound (self, CHAN_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTN_NORM);     // play respawn sound\r
143         else\r
144                 sound (self, CHAN_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM);        // play respawn sound\r
145         setorigin (self, self.origin);\r
146 \r
147         pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);\r
148 }\r
149 \r
150 void Item_RespawnCountdown (void)\r
151 {\r
152         if(self.count >= ITEM_RESPAWN_TICKS)\r
153         {\r
154                 if(self.waypointsprite_attached)\r
155                         WaypointSprite_Kill(self.waypointsprite_attached);\r
156                 Item_Respawn();\r
157         }\r
158         else\r
159         {\r
160                 self.nextthink = time + 1;\r
161                 self.count += 1;\r
162                 if(self.count == 1)\r
163                 {\r
164                         string name;\r
165                         vector rgb;\r
166                         name = string_null;\r
167                         switch(self.items)\r
168                         {\r
169                                 case IT_STRENGTH:   name = "item-strength"; rgb = '0 0 1'; break;\r
170                                 case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;\r
171                         }\r
172                         if(name)\r
173                         {\r
174                                 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE);\r
175                                 if(self.waypointsprite_attached)\r
176                                 {\r
177                                         WaypointSprite_UpdateTeamRadar(self.waypointsprite_attached, RADARICON_POWERUP, rgb);\r
178                                         //WaypointSprite_UpdateMaxHealth(self.waypointsprite_attached, ITEM_RESPAWN_TICKS + 1);\r
179                                         WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);\r
180                                 }\r
181                         }\r
182                 }\r
183                 sound (self, CHAN_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTN_NORM);       // play respawn sound\r
184                 if(self.waypointsprite_attached)\r
185                 {\r
186                         WaypointSprite_Ping(self.waypointsprite_attached);\r
187                         //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);\r
188                 }\r
189         }\r
190 }\r
191 \r
192 void Item_ScheduleRespawnIn(entity e, float t)\r
193 {\r
194         if(e.flags & FL_POWERUP)\r
195         {\r
196                 e.think = Item_RespawnCountdown;\r
197                 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);\r
198                 e.count = 0;\r
199         }\r
200         else\r
201         {\r
202                 e.think = Item_Respawn;\r
203                 e.nextthink = time + t;\r
204         }\r
205 }\r
206 \r
207 void Item_ScheduleRespawn(entity e)\r
208 {\r
209         Item_Show(e, 0);\r
210         if(e.respawntime > 0) // if respawntime is -1, this item does not respawn\r
211                 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));\r
212         else\r
213                 remove(e);\r
214 }\r
215 \r
216 void Item_ScheduleInitialRespawn(entity e)\r
217 {\r
218         Item_Show(e, 0);\r
219         Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));\r
220 }\r
221 \r
222 .float inithealth, initdmg;\r
223 .float item_digestion_step;\r
224 void Item_Consumable_Remove(entity e, float regurgitate);\r
225 void Item_Consumable_Think()\r
226 {\r
227         if(self.predator.regurgitate_prepare && time > self.predator.regurgitate_prepare)\r
228         {\r
229                 self.predator.regurgitate_prepare = 0;\r
230                 self.predator.complain_vore = time + complain_delay_time; // prevent complaining the next frame if this empties our stomach\r
231                 Item_Consumable_Remove(self, TRUE);\r
232                 return;\r
233         }\r
234         if(self.predator.stat_eaten)\r
235         {\r
236                 // prey can't hold consumable items\r
237                 Item_Consumable_Remove(self, TRUE);\r
238                 return;\r
239         }\r
240 \r
241         self.scale = self.health / self.inithealth; // scale matches the item's digestion progress\r
242         self.dmg = self.initdmg * self.scale;\r
243         if(self.health <= 0)\r
244         {\r
245                 // this item is done\r
246                 Item_Consumable_Remove(self, FALSE);\r
247                 return;\r
248         }\r
249 \r
250         if(self.predator.digesting)\r
251         {\r
252                 if(time > self.item_digestion_step)\r
253                 {\r
254                         // if distributed digestion is enabled, reduce digestion strength by the amount of prey in our stomach\r
255                         float damage, damage_offset;\r
256 \r
257                         damage_offset = 1;\r
258                         if(cvar("g_balance_vore_digestion_distribute")) // apply distributed digestion damage\r
259                                 damage_offset /= (1 - (self.predator.stomach_load / self.predator.stomach_maxload) * bound(0, cvar("g_balance_vore_digestion_distribute"), 1));\r
260                         damage = ceil(cvar("g_balance_vore_digestion_damage_item") / damage_offset);\r
261 \r
262                         self.health -= damage;\r
263                         if(self.predator.health + damage <= self.max_health)\r
264                                 self.predator.health += damage;\r
265                         else if(self.predator.health < self.max_health)\r
266                                 self.predator.health = self.max_health;\r
267                         self.predator.pauserothealth_finished = max(self.predator.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));\r
268 \r
269                         self.item_digestion_step = time + vore_steptime;\r
270                 }\r
271 \r
272                 if(stov(cvar_string("g_vore_regurgitatecolor_color_digest")))\r
273                         self.colormod = stov(cvar_string("g_vore_regurgitatecolor_color_digest"));\r
274         }\r
275 \r
276         self.nextthink = time;\r
277 }\r
278 \r
279 float Item_Consumable_Customizeentityforclient()\r
280 {\r
281         if(cvar("g_vore_neighborprey_distance_item") && self.predator == other.predator && !(other.cvar_chase_active || other.classname == "observer"))\r
282         {\r
283                 self.alpha = default_player_alpha; // allow seeing neighboring items\r
284                 self.effects |= EF_NODEPTHTEST; // don't hide behind the stomach's own EF_NODEPTHTEST\r
285         }\r
286         else\r
287                 self.alpha = -1; // hide item\r
288         return TRUE;\r
289 }\r
290 \r
291 void Item_DroppedConsumable_Spawn(entity e);\r
292 void Item_Consumable_Remove(entity e, float regurgitate)\r
293 {\r
294         if(regurgitate)\r
295         {\r
296                 // predator effects, some common to those in Vore_Regurgitate\r
297                 PlayerSound(e.predator, playersound_regurgitate, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
298                 setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
299                 pointparticles(particleeffectnum("vore_regurgitate"), e.predator.origin, '0 0 0', 1);\r
300                 e.predator.punchangle_x = crandom() * cvar("g_balance_vore_regurgitate_predator_punchangle_item");\r
301                 e.predator.punchangle_y = crandom() * cvar("g_balance_vore_regurgitate_predator_punchangle_item");\r
302                 e.predator.punchangle_z = crandom() * cvar("g_balance_vore_regurgitate_predator_punchangle_item");\r
303                 e.predator.regurgitate_prepare = 0;\r
304                 e.predator.action_delay = time + cvar("g_balance_vore_action_delay");\r
305 \r
306                 Item_DroppedConsumable_Spawn(e);\r
307         }\r
308 \r
309         e.nextthink = 0;\r
310         remove(e);\r
311         e = world;\r
312 }\r
313 \r
314 void Item_Consumable_Spawn(entity e, entity pl)\r
315 {\r
316         entity item;\r
317         item = spawn();\r
318         item.owner = e;\r
319         item.classname = "consumable";\r
320         item.movetype = MOVETYPE_FOLLOW;\r
321         item.solid = SOLID_NOT;\r
322         setmodel(item, e.model);\r
323         item.health = e.health;\r
324         if(e.inithealth)\r
325         {\r
326                 item.inithealth = e.inithealth;\r
327                 item.initdmg = e.initdmg;\r
328         }\r
329         else\r
330         {\r
331                 item.inithealth = e.health;\r
332                 item.initdmg = e.dmg;\r
333         }\r
334         item.max_health = e.max_health;\r
335 \r
336         item.predator = pl;\r
337         item.aiment = pl;\r
338         item.view_ofs_x = CONSUMABLE_VIEW_OFS_x + crandom() * cvar("g_vore_neighborprey_distance_item");\r
339         item.view_ofs_y = CONSUMABLE_VIEW_OFS_y + crandom() * cvar("g_vore_neighborprey_distance_item");\r
340         item.view_ofs_z = CONSUMABLE_VIEW_OFS_z + crandom() * cvar("g_vore_neighborprey_distance_item");\r
341         item.angles = randomvec() * 360;\r
342 \r
343         item.customizeentityforclient = Item_Consumable_Customizeentityforclient;\r
344         item.think = Item_Consumable_Think;\r
345         item.nextthink = time;\r
346 \r
347         if(stov(cvar_string("g_vore_regurgitatecolor_color_normal")))\r
348                 item.colormod = stov(cvar_string("g_vore_regurgitatecolor_color_normal"));\r
349 \r
350         // predator effects, some common to those in Vore_Swallow\r
351         PlayerSound(pl, playersound_swallow, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
352         setanim(pl, pl.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
353         pl.punchangle_x = crandom() * cvar("g_balance_vore_swallow_predator_punchangle_item");\r
354         pl.punchangle_y = crandom() * cvar("g_balance_vore_swallow_predator_punchangle_item");\r
355         pl.punchangle_z = crandom() * cvar("g_balance_vore_swallow_predator_punchangle_item");\r
356         pl.regurgitate_prepare = 0;\r
357         pl.action_delay = time + cvar("g_balance_vore_action_delay");\r
358 }\r
359 \r
360 void Item_DroppedConsumable_Touch()\r
361 {\r
362         if(time < self.cnt)\r
363                 return;\r
364 \r
365         // give the consumable item to the player touching it\r
366         if not(other.stomach_load + self.dmg > other.stomach_maxload || other.stomach_load + self.initdmg > other.stomach_maxload)\r
367         if not(!cvar("g_balance_health_consumable_alwayspickup") && other.health >= self.max_health)\r
368         {\r
369                 Item_Consumable_Spawn(self, other);\r
370                 remove(self);\r
371                 self = world;\r
372         }\r
373 }\r
374 \r
375 void Item_DroppedConsumable_Spawn(entity e)\r
376 {\r
377         entity item;\r
378         item = spawn();\r
379         item.owner = world;\r
380         item.classname = "droppedconsumable";\r
381         item.movetype = MOVETYPE_TOSS;\r
382         item.solid = SOLID_TRIGGER;\r
383         setmodel(item, e.model);\r
384         item.health = e.health;\r
385         item.inithealth = e.inithealth;\r
386         item.initdmg = e.initdmg;\r
387         item.max_health = e.max_health;\r
388         item.scale = e.scale;\r
389         item.colormod = e.colormod;\r
390 \r
391         setorigin(item, e.predator.origin);\r
392         item.angles_y = e.predator.angles_y;\r
393         makevectors(e.predator.v_angle);\r
394         item.velocity = v_forward * cvar("g_balance_vore_regurgitate_force");\r
395         e.predator.velocity += -v_forward * cvar("g_balance_vore_regurgitate_predatorforce");\r
396 \r
397         item.touch = Item_DroppedConsumable_Touch;\r
398         item.cnt = time + 1; // 1 second delay\r
399         SUB_SetFade(item, time + 20, 1);\r
400 }\r
401 \r
402 float Item_GiveTo(entity item, entity player)\r
403 {\r
404         float _switchweapon;\r
405         float pickedup;\r
406         float it;\r
407         float i;\r
408         entity e;\r
409 \r
410         // if nothing happens to player, just return without taking the item\r
411         pickedup = FALSE;\r
412         _switchweapon = FALSE;\r
413 \r
414         if (g_weapon_stay == 1)\r
415         if not(item.flags & FL_NO_WEAPON_STAY)\r
416         if (item.flags & FL_WEAPON)\r
417         {\r
418                 if(item.classname == "droppedweapon")\r
419                 {\r
420                         if (player.weapons & item.weapons)      // don't let players stack ammo by tossing weapons\r
421                                 goto skip;\r
422                 }\r
423                 else\r
424                 {\r
425                         if (player.weapons & item.weapons)\r
426                                 goto skip;\r
427                 }\r
428         }\r
429 \r
430         // in case the player has autoswitch enabled do the following:\r
431         // if the player is using their best weapon before items are given, they\r
432         // probably want to switch to an even better weapon after items are given\r
433         if (player.autoswitch)\r
434         if (player.switchweapon == w_getbestweapon(player))\r
435                 _switchweapon = TRUE;\r
436 \r
437         if not(player.weapons & W_WeaponBit(player.switchweapon))\r
438                 _switchweapon = TRUE;\r
439 \r
440         if(item.spawnshieldtime)\r
441         {\r
442                 if (item.ammo_fuel)\r
443                 if (player.ammo_fuel < g_pickup_fuel_max)\r
444                 {\r
445                         pickedup = TRUE;\r
446                         player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);\r
447                         player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));\r
448                 }\r
449         }\r
450 \r
451         if (item.flags & FL_WEAPON)\r
452         if ((it = item.weapons - (item.weapons & player.weapons)))\r
453         {\r
454                 pickedup = TRUE;\r
455                 for(i = WEP_FIRST; i <= WEP_LAST; ++i)\r
456                 {\r
457                         e = get_weaponinfo(i);\r
458                         if(it & e.weapons)\r
459                                 W_GiveWeapon (player, e.weapon, item.netname);\r
460                 }\r
461         }\r
462 \r
463         if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))\r
464         {\r
465                 pickedup = TRUE;\r
466                 player.items |= it;\r
467                 sprint (player, strcat("You got the ^2", item.netname, "\n"));\r
468         }\r
469 \r
470         if(item.spawnshieldtime)\r
471         {\r
472                 if (item.strength_finished)\r
473                 {\r
474                         pickedup = TRUE;\r
475                         player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");\r
476                 }\r
477                 if (item.invincible_finished)\r
478                 {\r
479                         pickedup = TRUE;\r
480                         player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_invincible_time");\r
481                 }\r
482 \r
483                 if (item.health)\r
484                 {\r
485                         if(item.dmg) // consumable item\r
486                         {\r
487                                 if(player.stomach_load + item.dmg <= player.stomach_maxload)\r
488                                 if not(!cvar("g_balance_health_consumable_alwayspickup") && player.health >= item.max_health)\r
489                                 {\r
490                                         pickedup = TRUE;\r
491                                         Item_Consumable_Spawn(self, player);\r
492                                 }\r
493                         }\r
494                         else if (player.health < item.max_health)\r
495                         {\r
496                                 pickedup = TRUE;\r
497                                 player.health = min(player.health + item.health, item.max_health);\r
498                                 player.pauserothealth_finished = max(player.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));\r
499                         }\r
500                 }\r
501                 if (item.armorvalue)\r
502                 if (player.armorvalue < item.max_armorvalue)\r
503                 {\r
504                         pickedup = TRUE;\r
505                         player.armorvalue = min(player.armorvalue + item.armorvalue, item.max_armorvalue);\r
506                         player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + cvar("g_balance_pause_armor_rot"));\r
507                 }\r
508         }\r
509 \r
510 :skip\r
511         // always eat teamed entities\r
512         if(item.team)\r
513                 pickedup = TRUE;\r
514 \r
515         if (!pickedup)\r
516                 return 0;\r
517 \r
518         sound (player, CHAN_AUTO, item.item_pickupsound, VOL_BASE, ATTN_NORM);\r
519         if (_switchweapon)\r
520                 if (player.switchweapon != w_getbestweapon(player))\r
521                         W_SwitchWeapon_Force(player, w_getbestweapon(player));\r
522 \r
523         return 1;\r
524 }\r
525 \r
526 void Item_Touch (void)\r
527 {\r
528         entity e, head;\r
529 \r
530         // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)\r
531         if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))\r
532         {\r
533                 remove(self);\r
534                 return;\r
535         }\r
536         if (other.classname != "player")\r
537                 return;\r
538         if (other.deadflag)\r
539                 return;\r
540         if (self.solid != SOLID_TRIGGER)\r
541                 return;\r
542         if (self.owner == other)\r
543                 return;\r
544 \r
545         if(!Item_GiveTo(self, other))\r
546                 return;\r
547 \r
548         other.last_pickup = time;\r
549 \r
550         pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);\r
551 \r
552         if (self.classname == "droppedweapon")\r
553                 remove (self);\r
554         else if not(self.spawnshieldtime)\r
555                 return;\r
556         else if((self.flags & FL_WEAPON) && !(self.flags & FL_NO_WEAPON_STAY) && (g_weapon_stay == 1 || g_weapon_stay == 2))\r
557                 return;\r
558         else\r
559         {\r
560                 if(self.team)\r
561                 {\r
562                         RandomSelection_Init();\r
563                         for(head = world; (head = findfloat(head, team, self.team)); )\r
564                         {\r
565                                 if(head.flags & FL_ITEM)\r
566                                 {\r
567                                         Item_Show(head, -1);\r
568                                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);\r
569                                 }\r
570                         }\r
571                         e = RandomSelection_chosen_ent;\r
572                 }\r
573                 else\r
574                         e = self;\r
575                 Item_ScheduleRespawn(e);\r
576         }\r
577 }\r
578 \r
579 void Item_FindTeam()\r
580 {\r
581         entity head, e;\r
582 \r
583         if(self.effects & EF_NODRAW)\r
584         {\r
585                 // marker for item team search\r
586                 dprint("Initializing item team ", ftos(self.team), "\n");\r
587                 RandomSelection_Init();\r
588                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)\r
589                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);\r
590                 e = RandomSelection_chosen_ent;\r
591                 e.state = 0;\r
592                 Item_Show(e, 1);\r
593 \r
594                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)\r
595                 {\r
596                         if(head != e)\r
597                         {\r
598                                 // make it a non-spawned item\r
599                                 Item_Show(head, -1);\r
600                                 head.state = 1; // state 1 = initially hidden item\r
601                         }\r
602                         head.effects &~= EF_NODRAW;\r
603                 }\r
604 \r
605                 if(e.flags & FL_POWERUP) // do not spawn powerups initially!\r
606                         Item_ScheduleInitialRespawn(e);\r
607         }\r
608 }\r
609 \r
610 void Item_Reset()\r
611 {\r
612         Item_Show(self, !self.state);\r
613         setorigin (self, self.origin);\r
614         self.think = SUB_Null;\r
615         self.nextthink = 0;\r
616 \r
617         if(self.flags & FL_POWERUP) // do not spawn powerups initially!\r
618                 Item_ScheduleInitialRespawn(self);\r
619 }\r
620 \r
621 // Savage: used for item garbage-collection\r
622 // TODO: perhaps nice special effect?\r
623 void RemoveItem(void)\r
624 {\r
625         remove(self);\r
626 }\r
627 \r
628 // pickup evaluation functions\r
629 // these functions decide how desirable an item is to the bots\r
630 \r
631 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;};\r
632 \r
633 float weapon_pickupevalfunc(entity player, entity item)\r
634 {\r
635         float c, i, j, position;\r
636 \r
637         // See if I have it already\r
638         if(player.weapons & item.weapons == item.weapons)\r
639         {\r
640                 // If I can pick it up\r
641                 if(g_weapon_stay == 1 || g_weapon_stay == 2 || !item.spawnshieldtime)\r
642                         c = 0;\r
643                 else\r
644                         c = 0;\r
645         }\r
646         else\r
647                 c = 1;\r
648 \r
649         // If custom weapon priorities for bots is enabled rate most wanted weapons higher\r
650         if( bot_custom_weapon && c )\r
651         {\r
652                 for(i = WEP_FIRST; i < WEP_LAST ; ++i)\r
653                 {\r
654                         // Find weapon\r
655                         if( (get_weaponinfo(i)).weapons & item.weapons  != item.weapons )\r
656                                 continue;\r
657 \r
658                         // Find the highest position on any range\r
659                         position = -1;\r
660                         for(j = 0; j < WEP_LAST ; ++j){\r
661                                 if(\r
662                                                 bot_weapons_far[j] == i ||\r
663                                                 bot_weapons_mid[j] == i ||\r
664                                                 bot_weapons_close[j] == i\r
665                                   )\r
666                                 {\r
667                                         position = j;\r
668                                         break;\r
669                                 }\r
670                         }\r
671 \r
672                         // Rate it\r
673                         if (position >= 0 )\r
674                         {\r
675                                 position = WEP_LAST - position;\r
676                                 // item.bot_pickupbasevalue is overwritten here\r
677                                 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;\r
678                         }\r
679                 }\r
680         }\r
681 \r
682         return item.bot_pickupbasevalue * c;\r
683 };\r
684 \r
685 float commodity_pickupevalfunc(entity player, entity item)\r
686 {\r
687         float c, i;\r
688         entity wi;\r
689         c = 0;\r
690 \r
691         // Detect needed ammo\r
692         for(i = WEP_FIRST; i < WEP_LAST ; ++i)\r
693         {\r
694                 wi = get_weaponinfo(i);\r
695 \r
696                 if not(wi.weapons & player.weapons)\r
697                         continue;\r
698         }\r
699 \r
700         if (item.armorvalue)\r
701         if (player.armorvalue < item.max_armorvalue)\r
702                 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);\r
703         if (item.health)\r
704         if (player.health < item.max_health)\r
705                 c = c + max(0, 1 - player.health / item.max_health);\r
706 \r
707         return item.bot_pickupbasevalue * c;\r
708 };\r
709 \r
710 \r
711 .float is_item;\r
712 void StartItem (string itemmodel, string pickupsound, float defaultrespawntime, float defaultrespawntimejitter, string itemname, float itemid, float weaponid, float itemflags, float(entity player, entity item) pickupevalfunc, float pickupbasevalue)\r
713 {\r
714         startitem_failed = FALSE;\r
715 \r
716         // is it a dropped weapon?\r
717         if (self.classname == "droppedweapon")\r
718         {\r
719                 self.reset = SUB_Remove;\r
720                 // it's a dropped weapon\r
721                 self.movetype = MOVETYPE_TOSS;\r
722                 // Savage: remove thrown items after a certain period of time ("garbage collection")\r
723                 self.think = RemoveItem;\r
724                 self.nextthink = time + 60;\r
725                 // don't drop if in a NODROP zone (such as lava)\r
726                 traceline(self.origin, self.origin, MOVE_NORMAL, self);\r
727                 if (trace_dpstartcontents & DPCONTENTS_NODROP)\r
728                 {\r
729                         startitem_failed = TRUE;\r
730                         remove(self);\r
731                         return;\r
732                 }\r
733         }\r
734         else\r
735         {\r
736                 self.reset = Item_Reset;\r
737                 // it's a level item\r
738                 if(self.spawnflags & 1)\r
739                         self.noalign = 1;\r
740                 if (self.noalign)\r
741                         self.movetype = MOVETYPE_NONE;\r
742                 else\r
743                         self.movetype = MOVETYPE_TOSS;\r
744                 // do item filtering according to game mode and other things\r
745                 if (!self.noalign)\r
746                 {\r
747                         // first nudge it off the floor a little bit to avoid math errors\r
748                         setorigin(self, self.origin + '0 0 1');\r
749                         // set item size before we spawn a spawnfunc_waypoint\r
750                         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)\r
751                                 setsize (self, '-16 -16 0', '16 16 48');\r
752                         else\r
753                                 setsize (self, '-16 -16 0', '16 16 32');\r
754                         // note droptofloor returns FALSE if stuck/or would fall too far\r
755                         droptofloor();\r
756                         waypoint_spawnforitem(self);\r
757                 }\r
758 \r
759                 if(teams_matter)\r
760                 {\r
761                         if(self.notteam)\r
762                         {\r
763                                 print("removed non-teamplay ", self.classname, "\n");\r
764                                 startitem_failed = TRUE;\r
765                                 remove (self);\r
766                                 return;\r
767                         }\r
768                 }\r
769                 else\r
770                 {\r
771                         if(self.notfree)\r
772                         {\r
773                                 print("removed non-FFA ", self.classname, "\n");\r
774                                 startitem_failed = TRUE;\r
775                                 remove (self);\r
776                                 return;\r
777                         }\r
778                 }\r
779 \r
780                 if(self.notq3a)\r
781                 {\r
782                         // We aren't TA or something like that, so we keep the Q3A entities\r
783                         print("removed non-Q3A ", self.classname, "\n");\r
784                         startitem_failed = TRUE;\r
785                         remove (self);\r
786                         return;\r
787                 }\r
788 \r
789                 /*\r
790                  * can't do it that way, as it would break maps\r
791                  * TODO make a target_give like entity another way, that perhaps has\r
792                  * the weapon name in a key\r
793                 if(self.targetname)\r
794                 {\r
795                         // target_give not yet supported; maybe later\r
796                         print("removed targeted ", self.classname, "\n");\r
797                         startitem_failed = TRUE;\r
798                         remove (self);\r
799                         return;\r
800                 }\r
801                 */\r
802 \r
803                 if(cvar("spawn_debug") >= 2)\r
804                 {\r
805                         entity otheritem;\r
806                         for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)\r
807                         {\r
808                                 if(otheritem.is_item)\r
809                                 {\r
810                                         dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));\r
811                                         dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");\r
812                                         error("Mapper sucks.");\r
813                                 }\r
814                         }\r
815                         self.is_item = TRUE;\r
816                 }\r
817 \r
818                 weaponsInMap |= weaponid;\r
819 \r
820                 if(g_lms)\r
821                 {\r
822                         startitem_failed = TRUE;\r
823                         remove(self);\r
824                         return;\r
825                 }\r
826                 else if (!cvar("g_pickup_items") && itemid != IT_STRENGTH && itemid != IT_INVINCIBLE && itemid != IT_HEALTH)\r
827                 {\r
828                         startitem_failed = TRUE;\r
829                         remove (self);\r
830                         return;\r
831                 }\r
832 \r
833                 precache_model (itemmodel);\r
834                 precache_sound (pickupsound);\r
835                 precache_sound ("misc/itemrespawn.wav");\r
836                 precache_sound ("misc/itemrespawncountdown.wav");\r
837 \r
838                 if(itemid == IT_STRENGTH)\r
839                         precache_sound ("misc/strength_respawn.wav");\r
840                 if(itemid == IT_INVINCIBLE)\r
841                         precache_sound ("misc/shield_respawn.wav");\r
842 \r
843                 if((itemid & (IT_STRENGTH | IT_INVINCIBLE | IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)) || (weaponid & WEPBIT_ALL))\r
844                         self.target = "###item###"; // for finding the nearest item using find()\r
845         }\r
846 \r
847         self.bot_pickup = TRUE;\r
848         self.bot_pickupevalfunc = pickupevalfunc;\r
849         self.bot_pickupbasevalue = pickupbasevalue;\r
850         self.mdl = itemmodel;\r
851         self.item_pickupsound = pickupsound;\r
852         // let mappers override respawntime\r
853         if(!self.respawntime) // both set\r
854         {\r
855                 self.respawntime = defaultrespawntime;\r
856                 self.respawntimejitter = defaultrespawntimejitter;\r
857         }\r
858         self.netname = itemname;\r
859         self.items = itemid;\r
860         self.weapons = weaponid;\r
861         self.flags = FL_ITEM | itemflags;\r
862         self.touch = Item_Touch;\r
863         setmodel (self, self.mdl); // precision set below\r
864         self.effects |= EF_LOWPRECISION;\r
865         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)\r
866                 setsize (self, '-16 -16 0', '16 16 48');\r
867         else\r
868                 setsize (self, '-16 -16 0', '16 16 32');\r
869         if(itemflags & FL_WEAPON)\r
870                 self.modelflags |= MF_ROTATE;\r
871 \r
872         if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely\r
873         if (itemflags & FL_WEAPON)\r
874         {\r
875                 // neutral team color for pickup weapons\r
876                 self.colormap = 1024; // color shirt=0 pants=0 grey\r
877         }\r
878 \r
879         Item_Show(self, 1);\r
880         self.state = 0;\r
881         if(self.team)\r
882         {\r
883                 if(!self.cnt)\r
884                         self.cnt = 1; // item probability weight\r
885                 self.effects = self.effects | EF_NODRAW; // marker for item team search\r
886                 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);\r
887         }\r
888         else if(self.flags & FL_POWERUP) // do not spawn powerups initially!\r
889                 Item_ScheduleInitialRespawn(self);\r
890 }\r
891 \r
892 float minst_no_auto_cells;\r
893 void minst_remove_item (void) {\r
894         if(minst_no_auto_cells)\r
895                 remove(self);\r
896 }\r
897 \r
898 float internalteam;\r
899 \r
900 void weapon_defaultspawnfunc(float wpn)\r
901 {\r
902         entity e;\r
903         float t;\r
904         var .float ammofield;\r
905         string s;\r
906         entity oldself;\r
907         float i, j;\r
908 \r
909         // set the respawntime in advance (so replaced weapons can copy it)\r
910 \r
911         if(!self.respawntime)\r
912         {\r
913                 e = get_weaponinfo(wpn);\r
914                 if(e.items == IT_SUPERWEAPON)\r
915                 {\r
916                         self.respawntime = g_pickup_respawntime_powerup;\r
917                         self.respawntimejitter = g_pickup_respawntimejitter_powerup;\r
918                 }\r
919                 else\r
920                 {\r
921                         self.respawntime = g_pickup_respawntime_weapon;\r
922                         self.respawntimejitter = g_pickup_respawntimejitter_weapon;\r
923                 }\r
924         }\r
925 \r
926         if(self.classname != "droppedweapon" && self.classname != "replacedweapon")\r
927         {\r
928                 e = get_weaponinfo(wpn);\r
929                 s = cvar_string(strcat("g_weaponreplace_", e.netname));\r
930                 if(s == "0")\r
931                 {\r
932                         remove(self);\r
933                         startitem_failed = TRUE;\r
934                         return;\r
935                 }\r
936                 t = tokenize_console(s);\r
937                 if(t >= 2)\r
938                 {\r
939                         self.team = --internalteam;\r
940                         oldself = self;\r
941                         for(i = 1; i < t; ++i)\r
942                         {\r
943                                 s = argv(i);\r
944                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
945                                 {\r
946                                         e = get_weaponinfo(j);\r
947                                         if(e.netname == s)\r
948                                         {\r
949                                                 self = spawn();\r
950                                                 copyentity(oldself, self);\r
951                                                 self.classname = "replacedweapon";\r
952                                                 weapon_defaultspawnfunc(j);\r
953                                                 break;\r
954                                         }\r
955                                 }\r
956                                 if(j > WEP_LAST)\r
957                                 {\r
958                                         print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");\r
959                                 }\r
960                         }\r
961                         self = oldself;\r
962                 }\r
963                 if(t >= 1)\r
964                 {\r
965                         s = argv(0);\r
966                         wpn = 0;\r
967                         for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
968                         {\r
969                                 e = get_weaponinfo(j);\r
970                                 if(e.netname == s)\r
971                                 {\r
972                                         wpn = j;\r
973                                         break;\r
974                                 }\r
975                         }\r
976                         if(j > WEP_LAST)\r
977                         {\r
978                                 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");\r
979                         }\r
980                 }\r
981                 if(wpn == 0)\r
982                 {\r
983                         remove(self);\r
984                         startitem_failed = TRUE;\r
985                         return;\r
986                 }\r
987         }\r
988 \r
989         e = get_weaponinfo(wpn);\r
990 \r
991         if(e.items && e.items != IT_SUPERWEAPON)\r
992         {\r
993                 for(i = 0, j = 1; i < 24; ++i, j *= 2)\r
994                 {\r
995                         if(e.items & j)\r
996                         {\r
997                                 ammofield = Item_CounterField(j);\r
998                                 if(!self.ammofield)\r
999                                         self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j)));\r
1000                         }\r
1001                 }\r
1002         }\r
1003         else\r
1004         {\r
1005                 self.flags |= FL_NO_WEAPON_STAY;\r
1006         }\r
1007 \r
1008         // weapon stay isn't supported for teamed weapons\r
1009         if(self.team)\r
1010                 self.flags |= FL_NO_WEAPON_STAY;\r
1011 \r
1012         if(g_weapon_stay == 2 && self.classname != "droppedweapon")\r
1013         {\r
1014                 self.ammo_fuel = 0;\r
1015                 // weapon stay 2: don't use ammo on weapon pickups; instead\r
1016                 // initialize all ammo types to the pickup ammo unless set by g_start_ammo_*\r
1017         }\r
1018 \r
1019         StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapons, FL_WEAPON, weapon_pickupevalfunc, e.bot_pickupbasevalue);\r
1020         if (self.modelindex) // don't precache if self was removed\r
1021                 weapon_action(e.weapon, WR_PRECACHE);\r
1022 }\r
1023 \r
1024 void spawnfunc_item_armor_small (void) {\r
1025         if(!self.armorvalue)\r
1026                 self.armorvalue = g_pickup_armorsmall;\r
1027         if(!self.max_armorvalue)\r
1028                 self.max_armorvalue = g_pickup_armorsmall_max;\r
1029         StartItem ("models/items/g_a1.md3", "misc/armor1.wav", g_pickup_respawntime_short, g_pickup_respawntimejitter_short, "5 Armor", IT_ARMOR_SHARD, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);\r
1030 }\r
1031 \r
1032 void spawnfunc_item_armor_medium (void) {\r
1033         if(!self.armorvalue)\r
1034                 self.armorvalue = g_pickup_armormedium;\r
1035         if(!self.max_armorvalue)\r
1036                 self.max_armorvalue = g_pickup_armormedium_max;\r
1037         StartItem ("models/items/g_armormedium.md3", "misc/armor10.wav", g_pickup_respawntime_medium, g_pickup_respawntimejitter_medium, "25 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);\r
1038 }\r
1039 \r
1040 void spawnfunc_item_armor_big (void) {\r
1041         if(!self.armorvalue)\r
1042                 self.armorvalue = g_pickup_armorbig;\r
1043         if(!self.max_armorvalue)\r
1044                 self.max_armorvalue = g_pickup_armorbig_max;\r
1045         StartItem ("models/items/g_a50.md3", "misc/armor17_5.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "50 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, 20000);\r
1046 }\r
1047 \r
1048 void spawnfunc_item_armor_large (void) {\r
1049         if(!self.armorvalue)\r
1050                 self.armorvalue = g_pickup_armorlarge;\r
1051         if(!self.max_armorvalue)\r
1052                 self.max_armorvalue = g_pickup_armorlarge_max;\r
1053         StartItem ("models/items/g_a25.md3", "misc/armor25.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "100 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_HIGH);\r
1054 }\r
1055 \r
1056 void spawnfunc_item_health_small (void) {\r
1057         if(!self.max_health)\r
1058                 self.max_health = g_pickup_healthsmall_max;\r
1059         if(!self.health)\r
1060                 self.health = g_pickup_healthsmall;\r
1061         self.dmg = g_pickup_healthsmall_consumable;\r
1062         StartItem ("models/items/g_h1.md3", "misc/minihealth.wav", g_pickup_respawntime_short, g_pickup_respawntimejitter_short, "5 Health", IT_5HP, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);\r
1063 }\r
1064 \r
1065 void spawnfunc_item_health_medium (void) {\r
1066         if(!self.max_health)\r
1067                 self.max_health = g_pickup_healthmedium_max;\r
1068         if(!self.health)\r
1069                 self.health = g_pickup_healthmedium;\r
1070         self.dmg = g_pickup_healthmedium_consumable;\r
1071         StartItem ("models/items/g_h25.md3", "misc/mediumhealth.wav", g_pickup_respawntime_short, g_pickup_respawntimejitter_short, "25 Health", IT_25HP, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);\r
1072 }\r
1073 \r
1074 void spawnfunc_item_health_large (void) {\r
1075         if(!self.max_health)\r
1076                 self.max_health = g_pickup_healthlarge_max;\r
1077         if(!self.health)\r
1078                 self.health = g_pickup_healthlarge;\r
1079         self.dmg = g_pickup_healthlarge_consumable;\r
1080         StartItem ("models/items/g_h50.md3", "misc/largehealth.wav", g_pickup_respawntime_medium, g_pickup_respawntimejitter_medium, "50 Health", IT_25HP, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);\r
1081 }\r
1082 \r
1083 void spawnfunc_item_health_mega (void) {\r
1084         if(!cvar("g_powerup_superhealth"))\r
1085                 return;\r
1086 \r
1087         if((g_arena || g_ca) && !cvar("g_arena_powerups"))\r
1088                 return;\r
1089 \r
1090         if(!self.max_health)\r
1091                 self.max_health = g_pickup_healthmega_max;\r
1092         if(!self.health)\r
1093                 self.health = g_pickup_healthmega;\r
1094         self.dmg = g_pickup_healthmega_consumable;\r
1095         StartItem ("models/items/g_h100.md3", "misc/megahealth.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "100 Health", IT_HEALTH, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_HIGH);\r
1096 }\r
1097 \r
1098 // support old misnamed entities\r
1099 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); }  // FIXME: in Quake this is green armor, in Voretournament maps it is an armor shard\r
1100 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }\r
1101 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }\r
1102 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }\r
1103 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }\r
1104 \r
1105 void spawnfunc_item_strength (void) {\r
1106         if(!cvar("g_powerup_strength"))\r
1107                 return;\r
1108 \r
1109         if((g_arena || g_ca) && !cvar("g_arena_powerups"))\r
1110                 return;\r
1111 \r
1112         precache_sound("weapons/strength_fire.wav");\r
1113         self.strength_finished = 30;\r
1114         StartItem ("models/items/g_strength.md3", "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Strength Powerup", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, 100000);\r
1115 }\r
1116 \r
1117 void spawnfunc_item_invincible (void) {\r
1118         if(!cvar("g_powerup_shield"))\r
1119                 return;\r
1120 \r
1121         if((g_arena || g_ca) && !cvar("g_arena_powerups"))\r
1122                 return;\r
1123 \r
1124         self.invincible_finished = 30;\r
1125         StartItem ("models/items/g_invincible.md3", "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Shield", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, 100000);\r
1126 }\r
1127 \r
1128 // compatibility:\r
1129 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}\r
1130 \r
1131 float GiveItems(entity e, float beginarg, float endarg);\r
1132 void target_items_use (void)\r
1133 {\r
1134         if(activator.classname == "droppedweapon")\r
1135         {\r
1136                 EXACTTRIGGER_TOUCH;\r
1137                 remove(activator);\r
1138                 return;\r
1139         }\r
1140 \r
1141         if(activator.classname != "player")\r
1142                 return;\r
1143         if(activator.deadflag != DEAD_NO)\r
1144                 return;\r
1145         EXACTTRIGGER_TOUCH;\r
1146 \r
1147         entity e;\r
1148         for(e = world; (e = find(e, classname, "droppedweapon")); )\r
1149                 if(e.enemy == activator)\r
1150                         remove(e);\r
1151 \r
1152         if(GiveItems(activator, 0, tokenize_console(self.netname)))\r
1153                 centerprint(activator, self.message);\r
1154 }\r
1155 \r
1156 void spawnfunc_target_items (void)\r
1157 {\r
1158         float n, i, j;\r
1159         entity e;\r
1160 \r
1161         self.use = target_items_use;\r
1162         if(!self.strength_finished)\r
1163                 self.strength_finished = cvar("g_balance_powerup_strength_time");\r
1164         if(!self.invincible_finished)\r
1165                 self.invincible_finished = cvar("g_balance_powerup_invincible_time");\r
1166 \r
1167         precache_sound("misc/itempickup.wav");\r
1168         precache_sound("misc/itempickup.wav");\r
1169         precache_sound("misc/itempickup.wav");\r
1170         precache_sound("misc/itempickup.wav");\r
1171         precache_sound("misc/megahealth.wav");\r
1172         precache_sound("misc/armor25.wav");\r
1173         precache_sound("misc/powerup.wav");\r
1174         precache_sound("misc/poweroff.wav");\r
1175         precache_sound("weapons/weaponpickup.wav");\r
1176 \r
1177         n = tokenize_console(self.netname);\r
1178         if(argv(0) == "give")\r
1179         {\r
1180                 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));\r
1181         }\r
1182         else\r
1183         {\r
1184                 for(i = 0; i < n; ++i)\r
1185                 {\r
1186                         if     (argv(i) == "unlimited_ammo")         self.items |= IT_UNLIMITED_AMMO;\r
1187                         else if(argv(i) == "unlimited_weapon_ammo")  self.items |= IT_UNLIMITED_WEAPON_AMMO;\r
1188                         else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;\r
1189                         else if(argv(i) == "strength")               self.items |= IT_STRENGTH;\r
1190                         else if(argv(i) == "invincible")             self.items |= IT_INVINCIBLE;\r
1191                         else if(argv(i) == "jetpack")                self.items |= IT_JETPACK;\r
1192                         else if(argv(i) == "fuel_regen")             self.items |= IT_FUEL_REGEN;\r
1193                         else\r
1194                         for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
1195                         {\r
1196                                 e = get_weaponinfo(j);\r
1197                                 if(argv(i) == e.netname)\r
1198                                 {\r
1199                                         self.weapons |= e.weapons;\r
1200                                         if(self.spawnflags == 0 || self.spawnflags == 2)\r
1201                                                 weapon_action(e.weapon, WR_PRECACHE);\r
1202                                         break;\r
1203                                 }\r
1204                         }\r
1205                         if(j > WEP_LAST)\r
1206                                 print("target_items: invalid item ", argv(i), "\n");\r
1207                 }\r
1208 \r
1209                 string itemprefix, valueprefix;\r
1210                 if(self.spawnflags == 0)\r
1211                 {\r
1212                         itemprefix = "";\r
1213                         valueprefix = "";\r
1214                 }\r
1215                 else if(self.spawnflags == 1)\r
1216                 {\r
1217                         itemprefix = "max ";\r
1218                         valueprefix = "max ";\r
1219                 }\r
1220                 else if(self.spawnflags == 2)\r
1221                 {\r
1222                         itemprefix = "min ";\r
1223                         valueprefix = "min ";\r
1224                 }\r
1225                 else if(self.spawnflags == 4)\r
1226                 {\r
1227                         itemprefix = "minus ";\r
1228                         valueprefix = "max ";\r
1229                 }\r
1230                 else\r
1231                         error("invalid spawnflags");\r
1232 \r
1233                 self.netname = "";\r
1234                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");\r
1235                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");\r
1236                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");\r
1237                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");\r
1238                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");\r
1239                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");\r
1240                 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");\r
1241                 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");\r
1242                 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");\r
1243                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
1244                 {\r
1245                         e = get_weaponinfo(j);\r
1246                         if(e.weapons)\r
1247                                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & e.weapons), e.netname);\r
1248                 }\r
1249         }\r
1250         self.netname = strzone(self.netname);\r
1251         //print(self.netname, "\n");\r
1252 \r
1253         n = tokenize_console(self.netname);\r
1254         for(i = 0; i < n; ++i)\r
1255         {\r
1256                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
1257                 {\r
1258                         e = get_weaponinfo(j);\r
1259                         if(argv(i) == e.netname)\r
1260                         {\r
1261                                 weapon_action(e.weapon, WR_PRECACHE);\r
1262                                 break;\r
1263                         }\r
1264                 }\r
1265         }\r
1266 }\r
1267 \r
1268 void spawnfunc_item_fuel(void)\r
1269 {\r
1270         if(!self.ammo_fuel)\r
1271                 self.ammo_fuel = g_pickup_fuel;\r
1272         StartItem ("models/items/g_fuel.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "Fuel", IT_FUEL, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);\r
1273 }\r
1274 \r
1275 void spawnfunc_item_fuel_regen(void)\r
1276 {\r
1277         if(start_items & IT_FUEL_REGEN)\r
1278         {\r
1279                 spawnfunc_item_fuel();\r
1280                 return;\r
1281         }\r
1282         StartItem ("models/items/g_fuelregen.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "Fuel regenerator", IT_FUEL_REGEN, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);\r
1283 }\r
1284 \r
1285 void spawnfunc_item_jetpack(void)\r
1286 {\r
1287         if(!self.ammo_fuel)\r
1288                 self.ammo_fuel = g_pickup_fuel_jetpack;\r
1289         if(start_items & IT_JETPACK)\r
1290         {\r
1291                 spawnfunc_item_fuel();\r
1292                 return;\r
1293         }\r
1294         StartItem ("models/items/g_jetpack.md3", "misc/itempickup.wav", g_pickup_respawntime_weapon, g_pickup_respawntimejitter_weapon, "Jet pack", IT_JETPACK, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);\r
1295 }\r
1296 \r
1297 #define OP_SET 0\r
1298 #define OP_MIN 1\r
1299 #define OP_MAX 2\r
1300 #define OP_PLUS 3\r
1301 #define OP_MINUS 4\r
1302 \r
1303 float GiveBit(entity e, .float fld, float bit, float op, float val)\r
1304 {\r
1305         float v0, v1;\r
1306         v0 = (e.fld & bit);\r
1307         switch(op)\r
1308         {\r
1309                 case OP_SET:\r
1310                         if(val > 0)\r
1311                                 e.fld |= bit;\r
1312                         else\r
1313                                 e.fld &~= bit;\r
1314                         break;\r
1315                 case OP_MIN:\r
1316                 case OP_PLUS:\r
1317                         if(val > 0)\r
1318                                 e.fld |= bit;\r
1319                         break;\r
1320                 case OP_MAX:\r
1321                         if(val <= 0)\r
1322                                 e.fld &~= bit;\r
1323                         break;\r
1324                 case OP_MINUS:\r
1325                         if(val > 0)\r
1326                                 e.fld &~= bit;\r
1327                         break;\r
1328         }\r
1329         v1 = (e.fld & bit);\r
1330         return (v0 != v1);\r
1331 }\r
1332 \r
1333 float GiveValue(entity e, .float fld, float op, float val)\r
1334 {\r
1335         float v0, v1;\r
1336         v0 = e.fld;\r
1337         switch(op)\r
1338         {\r
1339                 case OP_SET:\r
1340                         e.fld = val;\r
1341                         break;\r
1342                 case OP_MIN:\r
1343                         e.fld = max(e.fld, val); // min 100 cells = at least 100 cells\r
1344                         break;\r
1345                 case OP_MAX:\r
1346                         e.fld = min(e.fld, val);\r
1347                         break;\r
1348                 case OP_PLUS:\r
1349                         e.fld += val;\r
1350                         break;\r
1351                 case OP_MINUS:\r
1352                         e.fld -= val;\r
1353                         break;\r
1354         }\r
1355         v1 = e.fld;\r
1356         return (v0 != v1);\r
1357 }\r
1358 \r
1359 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)\r
1360 {\r
1361         if(v1 == v0)\r
1362                 return;\r
1363         if(v1 <= v0 - t)\r
1364         {\r
1365                 if(snd_decr != "")\r
1366                         sound (e, CHAN_AUTO, snd_decr, VOL_BASE, ATTN_NORM);\r
1367         }\r
1368         else if(v0 >= v0 + t)\r
1369         {\r
1370                 if(snd_incr != "")\r
1371                         sound (e, CHAN_AUTO, snd_incr, VOL_BASE, ATTN_NORM);\r
1372         }\r
1373 }\r
1374 \r
1375 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)\r
1376 {\r
1377         if(v0 < v1)\r
1378                 e.rotfield = max(e.rotfield, time + rottime);\r
1379         else if(v0 > v1)\r
1380                 e.regenfield = max(e.regenfield, time + regentime);\r
1381 }\r
1382 \r
1383 #define PREGIVE(e,f) float save_##f; save_##f = (e).f\r
1384 #define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)\r
1385 #define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)\r
1386 #define POSTGIVE_VALUE_ROT(e,f,t,rotfield,rottime,regenfield,regentime,snd_incr,snd_decr) GiveRot((e), save_##f, (e).f, rotfield, rottime, regenfield, regentime); GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)\r
1387 \r
1388 float GiveItems(entity e, float beginarg, float endarg)\r
1389 {\r
1390         float got, i, j, val, op;\r
1391         float _switchweapon;\r
1392         entity wi;\r
1393         string cmd;\r
1394 \r
1395         val = 999;\r
1396         op = OP_SET;\r
1397 \r
1398         got = 0;\r
1399 \r
1400         _switchweapon = FALSE;\r
1401         if (e.autoswitch)\r
1402                 if (e.switchweapon == w_getbestweapon(e))\r
1403                         _switchweapon = TRUE;\r
1404 \r
1405         e.strength_finished = max(0, e.strength_finished - time);\r
1406         e.invincible_finished = max(0, e.invincible_finished - time);\r
1407         \r
1408         PREGIVE(e, items);\r
1409         PREGIVE(e, weapons);\r
1410         PREGIVE(e, strength_finished);\r
1411         PREGIVE(e, invincible_finished);\r
1412         PREGIVE(e, ammo_fuel);\r
1413         PREGIVE(e, armorvalue);\r
1414         PREGIVE(e, health);\r
1415 \r
1416         for(i = beginarg; i < endarg; ++i)\r
1417         {\r
1418                 cmd = argv(i);\r
1419 \r
1420                 if(cmd == "0" || stof(cmd))\r
1421                 {\r
1422                         val = stof(cmd);\r
1423                         continue;\r
1424                 }\r
1425                 switch(cmd)\r
1426                 {\r
1427                         case "no":\r
1428                                 op = OP_MAX;\r
1429                                 val = 0;\r
1430                                 continue;\r
1431                         case "max":\r
1432                                 op = OP_MAX;\r
1433                                 continue;\r
1434                         case "min":\r
1435                                 op = OP_MIN;\r
1436                                 continue;\r
1437                         case "plus":\r
1438                                 op = OP_PLUS;\r
1439                                 continue;\r
1440                         case "minus":\r
1441                                 op = OP_MINUS;\r
1442                                 continue;\r
1443                         case "ALL":\r
1444                                 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);\r
1445                                 got += GiveValue(e, strength_finished, op, time + val);\r
1446                                 got += GiveValue(e, invincible_finished, op, time + val);\r
1447                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);\r
1448                         case "all":\r
1449                                 got += GiveBit(e, items, IT_JETPACK, op, val);\r
1450                                 got += GiveValue(e, health, op, val);\r
1451                                 got += GiveValue(e, armorvalue, op, val);\r
1452                         case "allweapons":\r
1453                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
1454                                 {\r
1455                                         wi = get_weaponinfo(j);\r
1456                                         if(wi.weapons)\r
1457                                                 got += GiveBit(e, weapons, wi.weapons, op, val);\r
1458                                 }\r
1459                         case "allammo":\r
1460                                 got += GiveValue(e, ammo_fuel, op, val);\r
1461                                 break;\r
1462                         case "unlimited_ammo":\r
1463                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);\r
1464                                 break;\r
1465                         case "unlimited_weapon_ammo":\r
1466                                 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);\r
1467                                 break;\r
1468                         case "unlimited_superweapons":\r
1469                                 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);\r
1470                                 break;\r
1471                         case "jetpack":\r
1472                                 got += GiveBit(e, items, IT_JETPACK, op, val);\r
1473                                 break;\r
1474                         case "fuel_regen":\r
1475                                 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);\r
1476                                 break;\r
1477                         case "strength":\r
1478                                 got += GiveValue(e, strength_finished, op, val);\r
1479                                 break;\r
1480                         case "invincible":\r
1481                                 got += GiveValue(e, invincible_finished, op, val);\r
1482                                 break;\r
1483                         case "health":\r
1484                                 got += GiveValue(e, health, op, val);\r
1485                                 break;\r
1486                         case "armor":\r
1487                                 got += GiveValue(e, armorvalue, op, val);\r
1488                                 break;\r
1489                         case "fuel":\r
1490                                 got += GiveValue(e, ammo_fuel, op, val);\r
1491                                 break;\r
1492                         default:\r
1493                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
1494                                 {\r
1495                                         wi = get_weaponinfo(j);\r
1496                                         if(cmd == wi.netname)\r
1497                                         {\r
1498                                                 got += GiveBit(e, weapons, wi.weapons, op, val);\r
1499                                                 break;\r
1500                                         }\r
1501                                 }\r
1502                                 if(j > WEP_LAST)\r
1503                                         print("give: invalid item ", cmd, "\n");\r
1504                                 break;\r
1505                 }\r
1506                 val = 999;\r
1507                 op = OP_SET;\r
1508         }\r
1509 \r
1510         POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);\r
1511         POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");\r
1512         POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");\r
1513         POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);\r
1514         for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
1515         {\r
1516                 wi = get_weaponinfo(j);\r
1517                 if(wi.weapons)\r
1518                 {\r
1519                         POSTGIVE_BIT(e, weapons, wi.weapons, "weapons/weaponpickup.wav", string_null);\r
1520                         if not(save_weapons & wi.weapons)\r
1521                                 if(e.weapons & wi.weapons)\r
1522                                         weapon_action(wi.weapon, WR_PRECACHE);\r
1523                 }\r
1524         }\r
1525         POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");\r
1526         POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");\r
1527         POSTGIVE_VALUE_ROT(e, ammo_fuel, 1, pauserotfuel_finished, cvar("g_balance_pause_fuel_rot"), pauseregenhealth_finished, cvar("g_balance_pause_fuel_regen"), "misc/itempickup.wav", string_null);\r
1528         POSTGIVE_VALUE_ROT(e, armorvalue, 1, pauserotarmor_finished, cvar("g_balance_pause_armor_rot"), pauseregenarmor_finished, cvar("g_balance_pause_armor_regen"), "misc/armor25.wav", string_null);\r
1529         POSTGIVE_VALUE_ROT(e, health, 1, pauserothealth_finished, cvar("g_balance_pause_health_rot"), pauseregenhealth_finished, cvar("g_balance_pause_health_regen"), "misc/megahealth.wav", string_null);\r
1530 \r
1531         if(e.strength_finished <= 0)\r
1532                 e.strength_finished = 0;\r
1533         else\r
1534                 e.strength_finished += time;\r
1535         if(e.invincible_finished <= 0)\r
1536                 e.invincible_finished = 0;\r
1537         else\r
1538                 e.invincible_finished += time;\r
1539 \r
1540         if not(e.weapons & W_WeaponBit(e.switchweapon))\r
1541                 _switchweapon = TRUE;\r
1542         if(_switchweapon)\r
1543                 W_SwitchWeapon_Force(e, w_getbestweapon(e));\r
1544 \r
1545         return got;\r
1546 }\r